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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-19 23:03:56 -07:00
2018 lines
69 KiB
JavaScript
2018 lines
69 KiB
JavaScript
function GuiInterface() {}
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GuiInterface.prototype.Schema =
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"<a:component type='system'/><empty/>";
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GuiInterface.prototype.Serialize = function()
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{
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// This component isn't network-synchronised for the biggest part
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// So most of the attributes shouldn't be serialized
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// Return an object with a small selection of deterministic data
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return {
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"timeNotifications": this.timeNotifications,
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"timeNotificationID": this.timeNotificationID
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};
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};
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GuiInterface.prototype.Deserialize = function(data)
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{
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this.Init();
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this.timeNotifications = data.timeNotifications;
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this.timeNotificationID = data.timeNotificationID;
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};
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GuiInterface.prototype.Init = function()
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{
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this.placementEntity = undefined; // = undefined or [templateName, entityID]
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this.placementWallEntities = undefined;
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this.placementWallLastAngle = 0;
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this.notifications = [];
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this.renamedEntities = [];
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this.miragedEntities = [];
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this.timeNotificationID = 1;
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this.timeNotifications = [];
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this.entsRallyPointsDisplayed = [];
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this.entsWithAuraAndStatusBars = new Set();
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this.enabledVisualRangeOverlayTypes = {};
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};
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/*
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* All of the functions defined below are called via Engine.GuiInterfaceCall(name, arg)
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* from GUI scripts, and executed here with arguments (player, arg).
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*
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* CAUTION: The input to the functions in this module is not network-synchronised, so it
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* mustn't affect the simulation state (i.e. the data that is serialised and can affect
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* the behaviour of the rest of the simulation) else it'll cause out-of-sync errors.
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*/
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/**
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* Returns global information about the current game state.
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* This is used by the GUI and also by AI scripts.
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*/
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GuiInterface.prototype.GetSimulationState = function()
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{
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let ret = {
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"players": []
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};
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let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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let numPlayers = cmpPlayerManager.GetNumPlayers();
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for (let i = 0; i < numPlayers; ++i)
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{
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let playerEnt = cmpPlayerManager.GetPlayerByID(i);
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let cmpPlayerEntityLimits = Engine.QueryInterface(playerEnt, IID_EntityLimits);
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let cmpPlayer = Engine.QueryInterface(playerEnt, IID_Player);
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// Work out what phase we are in
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let phase = "";
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let cmpTechnologyManager = Engine.QueryInterface(playerEnt, IID_TechnologyManager);
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if (cmpTechnologyManager)
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{
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if (cmpTechnologyManager.IsTechnologyResearched("phase_city"))
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phase = "city";
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else if (cmpTechnologyManager.IsTechnologyResearched("phase_town"))
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phase = "town";
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else if (cmpTechnologyManager.IsTechnologyResearched("phase_village"))
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phase = "village";
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}
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// store player ally/neutral/enemy data as arrays
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let allies = [];
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let mutualAllies = [];
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let neutrals = [];
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let enemies = [];
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for (let j = 0; j < numPlayers; ++j)
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{
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allies[j] = cmpPlayer.IsAlly(j);
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mutualAllies[j] = cmpPlayer.IsMutualAlly(j);
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neutrals[j] = cmpPlayer.IsNeutral(j);
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enemies[j] = cmpPlayer.IsEnemy(j);
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}
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ret.players.push({
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"name": cmpPlayer.GetName(),
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"civ": cmpPlayer.GetCiv(),
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"color": cmpPlayer.GetColor(),
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"controlsAll": cmpPlayer.CanControlAllUnits(),
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"popCount": cmpPlayer.GetPopulationCount(),
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"popLimit": cmpPlayer.GetPopulationLimit(),
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"popMax": cmpPlayer.GetMaxPopulation(),
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"panelEntities": cmpPlayer.GetPanelEntities(),
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"resourceCounts": cmpPlayer.GetResourceCounts(),
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"trainingBlocked": cmpPlayer.IsTrainingBlocked(),
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"state": cmpPlayer.GetState(),
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"team": cmpPlayer.GetTeam(),
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"teamsLocked": cmpPlayer.GetLockTeams(),
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"cheatsEnabled": cmpPlayer.GetCheatsEnabled(),
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"disabledTemplates": cmpPlayer.GetDisabledTemplates(),
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"disabledTechnologies": cmpPlayer.GetDisabledTechnologies(),
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"hasSharedDropsites": cmpPlayer.HasSharedDropsites(),
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"hasSharedLos": cmpPlayer.HasSharedLos(),
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"spyCostMultiplier": cmpPlayer.GetSpyCostMultiplier(),
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"phase": phase,
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"isAlly": allies,
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"isMutualAlly": mutualAllies,
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"isNeutral": neutrals,
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"isEnemy": enemies,
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"entityLimits": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetLimits() : null,
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"entityCounts": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetCounts() : null,
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"entityLimitChangers": cmpPlayerEntityLimits ? cmpPlayerEntityLimits.GetLimitChangers() : null,
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"researchQueued": cmpTechnologyManager ? cmpTechnologyManager.GetQueuedResearch() : null,
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"researchStarted": cmpTechnologyManager ? cmpTechnologyManager.GetStartedTechs() : null,
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"researchedTechs": cmpTechnologyManager ? cmpTechnologyManager.GetResearchedTechs() : null,
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"classCounts": cmpTechnologyManager ? cmpTechnologyManager.GetClassCounts() : null,
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"typeCountsByClass": cmpTechnologyManager ? cmpTechnologyManager.GetTypeCountsByClass() : null,
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"canBarter": Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter).PlayerHasMarket(playerEnt),
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"barterPrices": Engine.QueryInterface(SYSTEM_ENTITY, IID_Barter).GetPrices(playerEnt)
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});
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}
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let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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if (cmpRangeManager)
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ret.circularMap = cmpRangeManager.GetLosCircular();
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let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
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if (cmpTerrain)
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ret.mapSize = 4 * cmpTerrain.GetTilesPerSide();
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// Add timeElapsed
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let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
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ret.timeElapsed = cmpTimer.GetTime();
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// Add ceasefire info
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let cmpCeasefireManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_CeasefireManager);
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if (cmpCeasefireManager)
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{
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ret.ceasefireActive = cmpCeasefireManager.IsCeasefireActive();
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ret.ceasefireTimeRemaining = ret.ceasefireActive ? cmpCeasefireManager.GetCeasefireStartedTime() + cmpCeasefireManager.GetCeasefireTime() - ret.timeElapsed : 0;
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}
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// Add the game type and allied victory
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let cmpEndGameManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_EndGameManager);
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ret.gameType = cmpEndGameManager.GetGameType();
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ret.alliedVictory = cmpEndGameManager.GetAlliedVictory();
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// Add Resource Codes, untranslated names and AI Analysis
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ret.resources = {
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"codes": Resources.GetCodes(),
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"names": Resources.GetNames(),
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"aiInfluenceGroups": {}
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};
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for (let res of ret.resources.codes)
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ret.resources.aiInfluenceGroups[res] = Resources.GetResource(res).aiAnalysisInfluenceGroup;
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// Add basic statistics to each player
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for (let i = 0; i < numPlayers; ++i)
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{
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let playerEnt = cmpPlayerManager.GetPlayerByID(i);
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let cmpPlayerStatisticsTracker = Engine.QueryInterface(playerEnt, IID_StatisticsTracker);
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if (cmpPlayerStatisticsTracker)
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ret.players[i].statistics = cmpPlayerStatisticsTracker.GetBasicStatistics();
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}
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return ret;
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};
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/**
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* Returns global information about the current game state, plus statistics.
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* This is used by the GUI at the end of a game, in the summary screen.
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* Note: Amongst statistics, the team exploration map percentage is computed from
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* scratch, so the extended simulation state should not be requested too often.
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*/
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GuiInterface.prototype.GetExtendedSimulationState = function()
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{
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// Get basic simulation info
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let ret = this.GetSimulationState();
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// Add statistics to each player
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let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
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let n = cmpPlayerManager.GetNumPlayers();
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for (let i = 0; i < n; ++i)
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{
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let playerEnt = cmpPlayerManager.GetPlayerByID(i);
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let cmpPlayerStatisticsTracker = Engine.QueryInterface(playerEnt, IID_StatisticsTracker);
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if (cmpPlayerStatisticsTracker)
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ret.players[i].sequences = cmpPlayerStatisticsTracker.GetSequences();
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}
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return ret;
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};
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GuiInterface.prototype.GetRenamedEntities = function(player)
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{
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if (this.miragedEntities[player])
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return this.renamedEntities.concat(this.miragedEntities[player]);
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else
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return this.renamedEntities;
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};
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GuiInterface.prototype.ClearRenamedEntities = function()
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{
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this.renamedEntities = [];
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this.miragedEntities = [];
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};
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GuiInterface.prototype.AddMiragedEntity = function(player, entity, mirage)
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{
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if (!this.miragedEntities[player])
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this.miragedEntities[player] = [];
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this.miragedEntities[player].push({ "entity": entity, "newentity": mirage });
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};
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/**
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* Get common entity info, often used in the gui
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*/
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GuiInterface.prototype.GetEntityState = function(player, ent)
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{
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let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
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// All units must have a template; if not then it's a nonexistent entity id
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let template = cmpTemplateManager.GetCurrentTemplateName(ent);
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if (!template)
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return null;
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let ret = {
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"id": ent,
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"template": template,
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"alertRaiser": null,
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"builder": null,
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"identity": null,
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"fogging": null,
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"foundation": null,
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"garrisonHolder": null,
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"gate": null,
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"guard": null,
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"market": null,
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"mirage": null,
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"pack": null,
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"upgrade" : null,
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"player": -1,
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"position": null,
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"production": null,
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"rallyPoint": null,
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"resourceCarrying": null,
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"rotation": null,
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"trader": null,
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"unitAI": null,
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"visibility": null,
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};
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let cmpMirage = Engine.QueryInterface(ent, IID_Mirage);
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if (cmpMirage)
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ret.mirage = true;
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let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
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if (cmpIdentity)
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ret.identity = {
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"rank": cmpIdentity.GetRank(),
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"classes": cmpIdentity.GetClassesList(),
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"visibleClasses": cmpIdentity.GetVisibleClassesList(),
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"selectionGroupName": cmpIdentity.GetSelectionGroupName()
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};
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let cmpPosition = Engine.QueryInterface(ent, IID_Position);
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if (cmpPosition && cmpPosition.IsInWorld())
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{
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ret.position = cmpPosition.GetPosition();
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ret.rotation = cmpPosition.GetRotation();
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}
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let cmpHealth = QueryMiragedInterface(ent, IID_Health);
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if (cmpHealth)
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{
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ret.hitpoints = cmpHealth.GetHitpoints();
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ret.maxHitpoints = cmpHealth.GetMaxHitpoints();
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ret.needsRepair = cmpHealth.IsRepairable() && cmpHealth.GetHitpoints() < cmpHealth.GetMaxHitpoints();
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ret.needsHeal = !cmpHealth.IsUnhealable();
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ret.canDelete = !cmpHealth.IsUndeletable();
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}
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let cmpCapturable = QueryMiragedInterface(ent, IID_Capturable);
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if (cmpCapturable)
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{
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ret.capturePoints = cmpCapturable.GetCapturePoints();
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ret.maxCapturePoints = cmpCapturable.GetMaxCapturePoints();
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}
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let cmpBuilder = Engine.QueryInterface(ent, IID_Builder);
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if (cmpBuilder)
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ret.builder = true;
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let cmpMarket = QueryMiragedInterface(ent, IID_Market);
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if (cmpMarket)
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ret.market = {
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"land": cmpMarket.HasType("land"),
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"naval": cmpMarket.HasType("naval"),
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};
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let cmpPack = Engine.QueryInterface(ent, IID_Pack);
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if (cmpPack)
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ret.pack = {
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"packed": cmpPack.IsPacked(),
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"progress": cmpPack.GetProgress(),
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};
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var cmpUpgrade = Engine.QueryInterface(ent, IID_Upgrade);
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if (cmpUpgrade)
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ret.upgrade = {
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"upgrades" : cmpUpgrade.GetUpgrades(),
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"progress": cmpUpgrade.GetProgress(),
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"template": cmpUpgrade.GetUpgradingTo()
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};
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let cmpProductionQueue = Engine.QueryInterface(ent, IID_ProductionQueue);
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if (cmpProductionQueue)
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ret.production = {
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"entities": cmpProductionQueue.GetEntitiesList(),
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"technologies": cmpProductionQueue.GetTechnologiesList(),
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"techCostMultiplier": cmpProductionQueue.GetTechCostMultiplier(),
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"queue": cmpProductionQueue.GetQueue()
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};
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let cmpTrader = Engine.QueryInterface(ent, IID_Trader);
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if (cmpTrader)
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ret.trader = {
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"goods": cmpTrader.GetGoods()
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};
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let cmpFogging = Engine.QueryInterface(ent, IID_Fogging);
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if (cmpFogging)
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ret.fogging = {
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"mirage": cmpFogging.IsMiraged(player) ? cmpFogging.GetMirage(player) : null
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};
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let cmpFoundation = QueryMiragedInterface(ent, IID_Foundation);
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if (cmpFoundation)
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ret.foundation = {
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"progress": cmpFoundation.GetBuildPercentage(),
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"numBuilders": cmpFoundation.GetNumBuilders()
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};
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let cmpRepairable = QueryMiragedInterface(ent, IID_Repairable);
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if (cmpRepairable)
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ret.repairable = { "numBuilders": cmpRepairable.GetNumBuilders() };
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let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
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if (cmpOwnership)
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ret.player = cmpOwnership.GetOwner();
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let cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
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if (cmpRallyPoint)
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ret.rallyPoint = { "position": cmpRallyPoint.GetPositions()[0] }; // undefined or {x,z} object
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let cmpGarrisonHolder = Engine.QueryInterface(ent, IID_GarrisonHolder);
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if (cmpGarrisonHolder)
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ret.garrisonHolder = {
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"entities": cmpGarrisonHolder.GetEntities(),
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"buffHeal": cmpGarrisonHolder.GetHealRate(),
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"allowedClasses": cmpGarrisonHolder.GetAllowedClasses(),
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"capacity": cmpGarrisonHolder.GetCapacity(),
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"garrisonedEntitiesCount": cmpGarrisonHolder.GetGarrisonedEntitiesCount()
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};
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let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
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if (cmpUnitAI)
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ret.unitAI = {
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"state": cmpUnitAI.GetCurrentState(),
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"orders": cmpUnitAI.GetOrders(),
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"hasWorkOrders": cmpUnitAI.HasWorkOrders(),
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"canGuard": cmpUnitAI.CanGuard(),
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"isGuarding": cmpUnitAI.IsGuardOf(),
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"canPatrol": cmpUnitAI.CanPatrol(),
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"possibleStances": cmpUnitAI.GetPossibleStances(),
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"isIdle":cmpUnitAI.IsIdle(),
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};
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let cmpGuard = Engine.QueryInterface(ent, IID_Guard);
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if (cmpGuard)
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ret.guard = {
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"entities": cmpGuard.GetEntities(),
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};
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let cmpResourceGatherer = Engine.QueryInterface(ent, IID_ResourceGatherer);
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if (cmpResourceGatherer)
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ret.resourceCarrying = cmpResourceGatherer.GetCarryingStatus();
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let cmpGate = Engine.QueryInterface(ent, IID_Gate);
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if (cmpGate)
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ret.gate = {
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"locked": cmpGate.IsLocked(),
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};
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let cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser);
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if (cmpAlertRaiser)
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ret.alertRaiser = {
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"level": cmpAlertRaiser.GetLevel(),
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"canIncreaseLevel": cmpAlertRaiser.CanIncreaseLevel(),
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"hasRaisedAlert": cmpAlertRaiser.HasRaisedAlert(),
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};
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let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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ret.visibility = cmpRangeManager.GetLosVisibility(ent, player);
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return ret;
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};
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/**
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* Get additionnal entity info, rarely used in the gui
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*/
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GuiInterface.prototype.GetExtendedEntityState = function(player, ent)
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{
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let ret = {
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"armour": null,
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"attack": null,
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"buildingAI": null,
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"heal": null,
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"isBarterMarket": null,
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"loot": null,
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"obstruction": null,
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"turretParent":null,
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"promotion": null,
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"repairRate": null,
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"buildRate": null,
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"resourceDropsite": null,
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"resourceGatherRates": null,
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"resourceSupply": null,
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"resourceTrickle": null,
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"speed": null,
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};
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let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
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let cmpAttack = Engine.QueryInterface(ent, IID_Attack);
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if (cmpAttack)
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{
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let types = cmpAttack.GetAttackTypes();
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if (types.length)
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ret.attack = {};
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for (let type of types)
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{
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ret.attack[type] = cmpAttack.GetAttackStrengths(type);
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ret.attack[type].splash = cmpAttack.GetSplashDamage(type);
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let range = cmpAttack.GetRange(type);
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ret.attack[type].minRange = range.min;
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ret.attack[type].maxRange = range.max;
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let timers = cmpAttack.GetTimers(type);
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ret.attack[type].prepareTime = timers.prepare;
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ret.attack[type].repeatTime = timers.repeat;
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if (type != "Ranged")
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{
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// not a ranged attack, set some defaults
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ret.attack[type].elevationBonus = 0;
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ret.attack[type].elevationAdaptedRange = ret.attack.maxRange;
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continue;
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}
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ret.attack[type].elevationBonus = range.elevationBonus;
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let cmpPosition = Engine.QueryInterface(ent, IID_Position);
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let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
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let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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if (cmpUnitAI && cmpPosition && cmpPosition.IsInWorld())
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{
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// For units, take the range in front of it, no spread. So angle = 0
|
|
ret.attack[type].elevationAdaptedRange = cmpRangeManager.GetElevationAdaptedRange(cmpPosition.GetPosition(), cmpPosition.GetRotation(), range.max, range.elevationBonus, 0);
|
|
}
|
|
else if(cmpPosition && cmpPosition.IsInWorld())
|
|
{
|
|
// For buildings, take the average elevation around it. So angle = 2*pi
|
|
ret.attack[type].elevationAdaptedRange = cmpRangeManager.GetElevationAdaptedRange(cmpPosition.GetPosition(), cmpPosition.GetRotation(), range.max, range.elevationBonus, 2*Math.PI);
|
|
}
|
|
else
|
|
{
|
|
// not in world, set a default?
|
|
ret.attack[type].elevationAdaptedRange = ret.attack.maxRange;
|
|
}
|
|
}
|
|
}
|
|
|
|
let cmpArmour = Engine.QueryInterface(ent, IID_DamageReceiver);
|
|
if (cmpArmour)
|
|
ret.armour = cmpArmour.GetArmourStrengths();
|
|
|
|
let cmpAuras = Engine.QueryInterface(ent, IID_Auras);
|
|
if (cmpAuras)
|
|
ret.auras = cmpAuras.GetDescriptions();
|
|
|
|
let cmpBuildingAI = Engine.QueryInterface(ent, IID_BuildingAI);
|
|
if (cmpBuildingAI)
|
|
ret.buildingAI = {
|
|
"defaultArrowCount": cmpBuildingAI.GetDefaultArrowCount(),
|
|
"maxArrowCount": cmpBuildingAI.GetMaxArrowCount(),
|
|
"garrisonArrowMultiplier": cmpBuildingAI.GetGarrisonArrowMultiplier(),
|
|
"garrisonArrowClasses": cmpBuildingAI.GetGarrisonArrowClasses(),
|
|
"arrowCount": cmpBuildingAI.GetArrowCount()
|
|
};
|
|
|
|
let cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction);
|
|
if (cmpObstruction)
|
|
ret.obstruction = {
|
|
"controlGroup": cmpObstruction.GetControlGroup(),
|
|
"controlGroup2": cmpObstruction.GetControlGroup2(),
|
|
};
|
|
|
|
let cmpPosition = Engine.QueryInterface(ent, IID_Position);
|
|
if (cmpPosition && cmpPosition.GetTurretParent() != INVALID_ENTITY)
|
|
ret.turretParent = cmpPosition.GetTurretParent();
|
|
|
|
let cmpRepairable = Engine.QueryInterface(ent, IID_Repairable);
|
|
if (cmpRepairable)
|
|
ret.repairRate = cmpRepairable.GetRepairRate();
|
|
|
|
let cmpFoundation = Engine.QueryInterface(ent, IID_Foundation);
|
|
if (cmpFoundation)
|
|
ret.buildRate = cmpFoundation.GetBuildRate();
|
|
|
|
let cmpResourceSupply = QueryMiragedInterface(ent, IID_ResourceSupply);
|
|
if (cmpResourceSupply)
|
|
ret.resourceSupply = {
|
|
"isInfinite": cmpResourceSupply.IsInfinite(),
|
|
"max": cmpResourceSupply.GetMaxAmount(),
|
|
"amount": cmpResourceSupply.GetCurrentAmount(),
|
|
"type": cmpResourceSupply.GetType(),
|
|
"killBeforeGather": cmpResourceSupply.GetKillBeforeGather(),
|
|
"maxGatherers": cmpResourceSupply.GetMaxGatherers(),
|
|
"numGatherers": cmpResourceSupply.GetNumGatherers()
|
|
};
|
|
|
|
let cmpResourceGatherer = Engine.QueryInterface(ent, IID_ResourceGatherer);
|
|
if (cmpResourceGatherer)
|
|
ret.resourceGatherRates = cmpResourceGatherer.GetGatherRates();
|
|
|
|
let cmpResourceDropsite = Engine.QueryInterface(ent, IID_ResourceDropsite);
|
|
if (cmpResourceDropsite)
|
|
ret.resourceDropsite = {
|
|
"types": cmpResourceDropsite.GetTypes(),
|
|
"sharable": cmpResourceDropsite.IsSharable(),
|
|
"shared": cmpResourceDropsite.IsShared()
|
|
};
|
|
|
|
let cmpPromotion = Engine.QueryInterface(ent, IID_Promotion);
|
|
if (cmpPromotion)
|
|
ret.promotion = {
|
|
"curr": cmpPromotion.GetCurrentXp(),
|
|
"req": cmpPromotion.GetRequiredXp()
|
|
};
|
|
|
|
if (!cmpFoundation && cmpIdentity && cmpIdentity.HasClass("BarterMarket"))
|
|
ret.isBarterMarket = true;
|
|
|
|
let cmpHeal = Engine.QueryInterface(ent, IID_Heal);
|
|
if (cmpHeal)
|
|
ret.heal = {
|
|
"hp": cmpHeal.GetHP(),
|
|
"range": cmpHeal.GetRange().max,
|
|
"rate": cmpHeal.GetRate(),
|
|
"unhealableClasses": cmpHeal.GetUnhealableClasses(),
|
|
"healableClasses": cmpHeal.GetHealableClasses(),
|
|
};
|
|
|
|
let cmpLoot = Engine.QueryInterface(ent, IID_Loot);
|
|
if (cmpLoot)
|
|
{
|
|
let resources = cmpLoot.GetResources();
|
|
ret.loot = {
|
|
"xp": cmpLoot.GetXp()
|
|
};
|
|
for (let res of Resources.GetCodes())
|
|
ret.loot[res] = resources[res];
|
|
}
|
|
|
|
let cmpResourceTrickle = Engine.QueryInterface(ent, IID_ResourceTrickle);
|
|
if (cmpResourceTrickle)
|
|
{
|
|
ret.resourceTrickle = {
|
|
"interval": cmpResourceTrickle.GetTimer(),
|
|
"rates": {}
|
|
};
|
|
|
|
let rates = cmpResourceTrickle.GetRates();
|
|
for (let res in rates)
|
|
ret.resourceTrickle.rates[res] = rates[res];
|
|
}
|
|
|
|
let cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion);
|
|
if (cmpUnitMotion)
|
|
ret.speed = {
|
|
"walk": cmpUnitMotion.GetWalkSpeed(),
|
|
"run": cmpUnitMotion.GetRunSpeed()
|
|
};
|
|
|
|
return ret;
|
|
};
|
|
|
|
GuiInterface.prototype.GetAverageRangeForBuildings = function(player, cmd)
|
|
{
|
|
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
|
|
|
|
let rot = { "x": 0, "y": 0, "z": 0 };
|
|
let pos = {
|
|
"x": cmd.x,
|
|
"y": cmpTerrain.GetGroundLevel(cmd.x, cmd.z),
|
|
"z": cmd.z
|
|
};
|
|
|
|
let elevationBonus = cmd.elevationBonus || 0;
|
|
let range = cmd.range;
|
|
|
|
return cmpRangeManager.GetElevationAdaptedRange(pos, rot, range, elevationBonus, 2*Math.PI);
|
|
};
|
|
|
|
GuiInterface.prototype.GetTemplateData = function(player, name)
|
|
{
|
|
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
|
|
let template = cmpTemplateManager.GetTemplate(name);
|
|
|
|
if (!template)
|
|
return null;
|
|
|
|
let aurasTemplate = {};
|
|
|
|
if (!template.Auras)
|
|
return GetTemplateDataHelper(template, player, aurasTemplate, Resources);
|
|
|
|
// Add aura name and description loaded from JSON file
|
|
let auraNames = template.Auras._string.split(/\s+/);
|
|
let cmpDataTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_DataTemplateManager);
|
|
for (let name of auraNames)
|
|
aurasTemplate[name] = cmpDataTemplateManager.GetAuraTemplate(name);
|
|
return GetTemplateDataHelper(template, player, aurasTemplate, Resources);
|
|
};
|
|
|
|
GuiInterface.prototype.GetTechnologyData = function(player, data)
|
|
{
|
|
let cmpDataTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_DataTemplateManager);
|
|
let template = cmpDataTemplateManager.GetTechnologyTemplate(data.name);
|
|
|
|
if (!template)
|
|
{
|
|
warn("Tried to get data for invalid technology: " + data.name);
|
|
return null;
|
|
}
|
|
|
|
let cmpPlayer = QueryPlayerIDInterface(player, IID_Player);
|
|
return GetTechnologyDataHelper(template, data.civ || cmpPlayer.GetCiv(), Resources);
|
|
};
|
|
|
|
GuiInterface.prototype.IsTechnologyResearched = function(player, data)
|
|
{
|
|
if (!data.tech)
|
|
return true;
|
|
|
|
let cmpTechnologyManager = QueryPlayerIDInterface(data.player || player, IID_TechnologyManager);
|
|
|
|
if (!cmpTechnologyManager)
|
|
return false;
|
|
|
|
return cmpTechnologyManager.IsTechnologyResearched(data.tech);
|
|
};
|
|
|
|
// Checks whether the requirements for this technology have been met
|
|
GuiInterface.prototype.CheckTechnologyRequirements = function(player, data)
|
|
{
|
|
let cmpTechnologyManager = QueryPlayerIDInterface(data.player || player, IID_TechnologyManager);
|
|
|
|
if (!cmpTechnologyManager)
|
|
return false;
|
|
|
|
return cmpTechnologyManager.CanResearch(data.tech);
|
|
};
|
|
|
|
// Returns technologies that are being actively researched, along with
|
|
// which entity is researching them and how far along the research is.
|
|
GuiInterface.prototype.GetStartedResearch = function(player)
|
|
{
|
|
let cmpTechnologyManager = QueryPlayerIDInterface(player, IID_TechnologyManager);
|
|
if (!cmpTechnologyManager)
|
|
return {};
|
|
|
|
let ret = {};
|
|
for (let tech in cmpTechnologyManager.GetStartedTechs())
|
|
{
|
|
ret[tech] = { "researcher": cmpTechnologyManager.GetResearcher(tech) };
|
|
let cmpProductionQueue = Engine.QueryInterface(ret[tech].researcher, IID_ProductionQueue);
|
|
if (cmpProductionQueue)
|
|
ret[tech].progress = cmpProductionQueue.GetQueue()[0].progress;
|
|
else
|
|
ret[tech].progress = 0;
|
|
}
|
|
return ret;
|
|
};
|
|
|
|
// Returns the battle state of the player.
|
|
GuiInterface.prototype.GetBattleState = function(player)
|
|
{
|
|
let cmpBattleDetection = QueryPlayerIDInterface(player, IID_BattleDetection);
|
|
|
|
if (!cmpBattleDetection)
|
|
return false;
|
|
|
|
return cmpBattleDetection.GetState();
|
|
};
|
|
|
|
// Returns a list of ongoing attacks against the player.
|
|
GuiInterface.prototype.GetIncomingAttacks = function(player)
|
|
{
|
|
return QueryPlayerIDInterface(player, IID_AttackDetection).GetIncomingAttacks();
|
|
};
|
|
|
|
// Used to show a red square over GUI elements you can't yet afford.
|
|
GuiInterface.prototype.GetNeededResources = function(player, data)
|
|
{
|
|
return QueryPlayerIDInterface(data.player || player).GetNeededResources(data.cost);
|
|
};
|
|
|
|
/**
|
|
* Add a timed notification.
|
|
* Warning: timed notifacations are serialised
|
|
* (to also display them on saved games or after a rejoin)
|
|
* so they should allways be added and deleted in a deterministic way.
|
|
*/
|
|
GuiInterface.prototype.AddTimeNotification = function(notification, duration = 10000)
|
|
{
|
|
let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
|
|
notification.endTime = duration + cmpTimer.GetTime();
|
|
notification.id = ++this.timeNotificationID;
|
|
|
|
// Let all players and observers receive the notification by default
|
|
if (notification.players == undefined)
|
|
{
|
|
let cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
|
|
let numPlayers = cmpPlayerManager.GetNumPlayers();
|
|
notification.players = [-1];
|
|
for (let i = 1; i < numPlayers; ++i)
|
|
notification.players.push(i);
|
|
}
|
|
this.timeNotifications.push(notification);
|
|
this.timeNotifications.sort((n1, n2) => n2.endTime - n1.endTime);
|
|
|
|
cmpTimer.SetTimeout(this.entity, IID_GuiInterface, "DeleteTimeNotification", duration, this.timeNotificationID);
|
|
|
|
return this.timeNotificationID;
|
|
};
|
|
|
|
GuiInterface.prototype.DeleteTimeNotification = function(notificationID)
|
|
{
|
|
this.timeNotifications = this.timeNotifications.filter(n => n.id != notificationID);
|
|
};
|
|
|
|
GuiInterface.prototype.GetTimeNotifications = function(player)
|
|
{
|
|
let time = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer).GetTime();
|
|
// filter on players and time, since the delete timer might be executed with a delay
|
|
return this.timeNotifications.filter(n => n.players.indexOf(player) != -1 && n.endTime > time);
|
|
};
|
|
|
|
GuiInterface.prototype.PushNotification = function(notification)
|
|
{
|
|
if (!notification.type || notification.type == "text")
|
|
this.AddTimeNotification(notification);
|
|
else
|
|
this.notifications.push(notification);
|
|
};
|
|
|
|
GuiInterface.prototype.GetNotifications = function()
|
|
{
|
|
let n = this.notifications;
|
|
this.notifications = [];
|
|
return n;
|
|
};
|
|
|
|
GuiInterface.prototype.GetAvailableFormations = function(player, wantedPlayer)
|
|
{
|
|
return QueryPlayerIDInterface(wantedPlayer).GetFormations();
|
|
};
|
|
|
|
GuiInterface.prototype.GetFormationRequirements = function(player, data)
|
|
{
|
|
return GetFormationRequirements(data.formationTemplate);
|
|
};
|
|
|
|
GuiInterface.prototype.CanMoveEntsIntoFormation = function(player, data)
|
|
{
|
|
return CanMoveEntsIntoFormation(data.ents, data.formationTemplate);
|
|
};
|
|
|
|
GuiInterface.prototype.GetFormationInfoFromTemplate = function(player, data)
|
|
{
|
|
let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager);
|
|
let template = cmpTemplateManager.GetTemplate(data.templateName);
|
|
|
|
if (!template || !template.Formation)
|
|
return {};
|
|
|
|
return {
|
|
"name": template.Formation.FormationName,
|
|
"tooltip": template.Formation.DisabledTooltip || "",
|
|
"icon": template.Formation.Icon
|
|
};
|
|
};
|
|
|
|
GuiInterface.prototype.IsFormationSelected = function(player, data)
|
|
{
|
|
for (let ent of data.ents)
|
|
{
|
|
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
|
// GetLastFormationName is named in a strange way as it (also) is
|
|
// the value of the current formation (see Formation.js LoadFormation)
|
|
if (cmpUnitAI && cmpUnitAI.GetLastFormationTemplate() == data.formationTemplate)
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
|
|
GuiInterface.prototype.IsStanceSelected = function(player, data)
|
|
{
|
|
for (let ent of data.ents)
|
|
{
|
|
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
|
if (cmpUnitAI && cmpUnitAI.GetStanceName() == data.stance)
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
|
|
GuiInterface.prototype.GetAllBuildableEntities = function(player, cmd)
|
|
{
|
|
let buildableEnts = [];
|
|
for (let ent of cmd.entities)
|
|
{
|
|
let cmpBuilder = Engine.QueryInterface(ent, IID_Builder);
|
|
if (!cmpBuilder)
|
|
continue;
|
|
|
|
for (let building of cmpBuilder.GetEntitiesList())
|
|
if (buildableEnts.indexOf(building) == -1)
|
|
buildableEnts.push(building);
|
|
}
|
|
return buildableEnts;
|
|
};
|
|
|
|
GuiInterface.prototype.SetSelectionHighlight = function(player, cmd)
|
|
{
|
|
let playerColors = {}; // cache of owner -> color map
|
|
|
|
for (let ent of cmd.entities)
|
|
{
|
|
let cmpSelectable = Engine.QueryInterface(ent, IID_Selectable);
|
|
if (!cmpSelectable)
|
|
continue;
|
|
|
|
// Find the entity's owner's color:
|
|
let owner = -1;
|
|
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
|
|
if (cmpOwnership)
|
|
owner = cmpOwnership.GetOwner();
|
|
|
|
let color = playerColors[owner];
|
|
if (!color)
|
|
{
|
|
color = { "r":1, "g":1, "b":1 };
|
|
let cmpPlayer = QueryPlayerIDInterface(owner);
|
|
if (cmpPlayer)
|
|
color = cmpPlayer.GetColor();
|
|
playerColors[owner] = color;
|
|
}
|
|
|
|
cmpSelectable.SetSelectionHighlight({ "r": color.r, "g": color.g, "b": color.b, "a": cmd.alpha }, cmd.selected);
|
|
|
|
let cmpRangeVisualization = Engine.QueryInterface(ent, IID_RangeVisualization);
|
|
if (!cmpRangeVisualization || player != owner && player != -1)
|
|
continue;
|
|
|
|
cmpRangeVisualization.SetEnabled(cmd.selected, this.enabledVisualRangeOverlayTypes);
|
|
}
|
|
};
|
|
|
|
GuiInterface.prototype.EnableVisualRangeOverlayType = function(player, data)
|
|
{
|
|
this.enabledVisualRangeOverlayTypes[data.type] = data.enabled;
|
|
};
|
|
|
|
GuiInterface.prototype.GetEntitiesWithStatusBars = function()
|
|
{
|
|
return [...this.entsWithAuraAndStatusBars];
|
|
};
|
|
|
|
GuiInterface.prototype.SetStatusBars = function(player, cmd)
|
|
{
|
|
let affectedEnts = new Set();
|
|
for (let ent of cmd.entities)
|
|
{
|
|
let cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars);
|
|
if (!cmpStatusBars)
|
|
continue;
|
|
cmpStatusBars.SetEnabled(cmd.enabled);
|
|
|
|
let cmpAuras = Engine.QueryInterface(ent, IID_Auras);
|
|
if (!cmpAuras)
|
|
continue;
|
|
|
|
for (let name of cmpAuras.GetAuraNames())
|
|
{
|
|
if (!cmpAuras.GetOverlayIcon(name))
|
|
continue;
|
|
for (let e of cmpAuras.GetAffectedEntities(name))
|
|
affectedEnts.add(e);
|
|
if (cmd.enabled)
|
|
this.entsWithAuraAndStatusBars.add(ent);
|
|
else
|
|
this.entsWithAuraAndStatusBars.delete(ent);
|
|
}
|
|
}
|
|
|
|
for (let ent of affectedEnts)
|
|
{
|
|
let cmpStatusBars = Engine.QueryInterface(ent, IID_StatusBars);
|
|
if (cmpStatusBars)
|
|
cmpStatusBars.RegenerateSprites();
|
|
}
|
|
};
|
|
|
|
GuiInterface.prototype.SetRangeOverlays = function(player, cmd)
|
|
{
|
|
for (let ent of cmd.entities)
|
|
{
|
|
let cmpRangeVisualization = Engine.QueryInterface(ent, IID_RangeVisualization);
|
|
if (cmpRangeVisualization)
|
|
cmpRangeVisualization.SetEnabled(cmd.enabled, this.enabledVisualRangeOverlayTypes);
|
|
}
|
|
};
|
|
|
|
GuiInterface.prototype.GetPlayerEntities = function(player)
|
|
{
|
|
return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetEntitiesByPlayer(player);
|
|
};
|
|
|
|
GuiInterface.prototype.GetNonGaiaEntities = function()
|
|
{
|
|
return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetNonGaiaEntities();
|
|
};
|
|
|
|
/**
|
|
* Displays the rally points of a given list of entities (carried in cmd.entities).
|
|
*
|
|
* The 'cmd' object may carry its own x/z coordinate pair indicating the location where the rally point should
|
|
* be rendered, in order to support instantaneously rendering a rally point marker at a specified location
|
|
* instead of incurring a delay while PostNetworkCommand processes the set-rallypoint command (see input.js).
|
|
* If cmd doesn't carry a custom location, then the position to render the marker at will be read from the
|
|
* RallyPoint component.
|
|
*/
|
|
GuiInterface.prototype.DisplayRallyPoint = function(player, cmd)
|
|
{
|
|
let cmpPlayer = QueryPlayerIDInterface(player);
|
|
|
|
// If there are some rally points already displayed, first hide them
|
|
for (let ent of this.entsRallyPointsDisplayed)
|
|
{
|
|
let cmpRallyPointRenderer = Engine.QueryInterface(ent, IID_RallyPointRenderer);
|
|
if (cmpRallyPointRenderer)
|
|
cmpRallyPointRenderer.SetDisplayed(false);
|
|
}
|
|
|
|
this.entsRallyPointsDisplayed = [];
|
|
|
|
// Show the rally points for the passed entities
|
|
for (let ent of cmd.entities)
|
|
{
|
|
let cmpRallyPointRenderer = Engine.QueryInterface(ent, IID_RallyPointRenderer);
|
|
if (!cmpRallyPointRenderer)
|
|
continue;
|
|
|
|
// entity must have a rally point component to display a rally point marker
|
|
// (regardless of whether cmd specifies a custom location)
|
|
let cmpRallyPoint = Engine.QueryInterface(ent, IID_RallyPoint);
|
|
if (!cmpRallyPoint)
|
|
continue;
|
|
|
|
// Verify the owner
|
|
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
|
|
if (!(cmpPlayer && cmpPlayer.CanControlAllUnits()))
|
|
if (!cmpOwnership || cmpOwnership.GetOwner() != player)
|
|
continue;
|
|
|
|
// If the command was passed an explicit position, use that and
|
|
// override the real rally point position; otherwise use the real position
|
|
let pos;
|
|
if (cmd.x && cmd.z)
|
|
pos = cmd;
|
|
else
|
|
pos = cmpRallyPoint.GetPositions()[0]; // may return undefined if no rally point is set
|
|
|
|
if (pos)
|
|
{
|
|
// Only update the position if we changed it (cmd.queued is set)
|
|
if ("queued" in cmd)
|
|
if (cmd.queued == true)
|
|
cmpRallyPointRenderer.AddPosition({ 'x': pos.x, 'y': pos.z }); // AddPosition takes a CFixedVector2D which has X/Y components, not X/Z
|
|
else
|
|
cmpRallyPointRenderer.SetPosition({ 'x': pos.x, 'y': pos.z }); // SetPosition takes a CFixedVector2D which has X/Y components, not X/Z
|
|
|
|
// rebuild the renderer when not set (when reading saved game or in case of building update)
|
|
else if (!cmpRallyPointRenderer.IsSet())
|
|
for (let posi of cmpRallyPoint.GetPositions())
|
|
cmpRallyPointRenderer.AddPosition({ 'x': posi.x, 'y': posi.z });
|
|
|
|
cmpRallyPointRenderer.SetDisplayed(true);
|
|
|
|
// remember which entities have their rally points displayed so we can hide them again
|
|
this.entsRallyPointsDisplayed.push(ent);
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Display the building placement preview.
|
|
* cmd.template is the name of the entity template, or "" to disable the preview.
|
|
* cmd.x, cmd.z, cmd.angle give the location.
|
|
*
|
|
* Returns result object from CheckPlacement:
|
|
* {
|
|
* "success": true iff the placement is valid, else false
|
|
* "message": message to display in UI for invalid placement, else ""
|
|
* "parameters": parameters to use in the message
|
|
* "translateMessage": localisation info
|
|
* "translateParameters": localisation info
|
|
* "pluralMessage": we might return a plural translation instead (optional)
|
|
* "pluralCount": localisation info (optional)
|
|
* }
|
|
*/
|
|
GuiInterface.prototype.SetBuildingPlacementPreview = function(player, cmd)
|
|
{
|
|
let result = {
|
|
"success": false,
|
|
"message": "",
|
|
"parameters": {},
|
|
"translateMessage": false,
|
|
"translateParameters": [],
|
|
};
|
|
|
|
// See if we're changing template
|
|
if (!this.placementEntity || this.placementEntity[0] != cmd.template)
|
|
{
|
|
// Destroy the old preview if there was one
|
|
if (this.placementEntity)
|
|
Engine.DestroyEntity(this.placementEntity[1]);
|
|
|
|
// Load the new template
|
|
if (cmd.template == "")
|
|
this.placementEntity = undefined;
|
|
else
|
|
this.placementEntity = [cmd.template, Engine.AddLocalEntity("preview|" + cmd.template)];
|
|
}
|
|
|
|
if (this.placementEntity)
|
|
{
|
|
let ent = this.placementEntity[1];
|
|
|
|
// Move the preview into the right location
|
|
let pos = Engine.QueryInterface(ent, IID_Position);
|
|
if (pos)
|
|
{
|
|
pos.JumpTo(cmd.x, cmd.z);
|
|
pos.SetYRotation(cmd.angle);
|
|
}
|
|
|
|
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
|
|
cmpOwnership.SetOwner(player);
|
|
|
|
// Check whether building placement is valid
|
|
let cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions);
|
|
if (!cmpBuildRestrictions)
|
|
error("cmpBuildRestrictions not defined");
|
|
else
|
|
result = cmpBuildRestrictions.CheckPlacement();
|
|
|
|
// Set it to a red shade if this is an invalid location
|
|
let cmpVisual = Engine.QueryInterface(ent, IID_Visual);
|
|
if (cmpVisual)
|
|
{
|
|
if (cmd.actorSeed !== undefined)
|
|
cmpVisual.SetActorSeed(cmd.actorSeed);
|
|
|
|
if (!result.success)
|
|
cmpVisual.SetShadingColor(1.4, 0.4, 0.4, 1);
|
|
else
|
|
cmpVisual.SetShadingColor(1, 1, 1, 1);
|
|
}
|
|
}
|
|
|
|
return result;
|
|
};
|
|
|
|
/**
|
|
* Previews the placement of a wall between cmd.start and cmd.end, or just the starting piece of a wall if cmd.end is not
|
|
* specified. Returns an object with information about the list of entities that need to be newly constructed to complete
|
|
* at least a part of the wall, or false if there are entities required to build at least part of the wall but none of
|
|
* them can be validly constructed.
|
|
*
|
|
* It's important to distinguish between three lists of entities that are at play here, because they may be subsets of one
|
|
* another depending on things like snapping and whether some of the entities inside them can be validly positioned.
|
|
* We have:
|
|
* - The list of entities that previews the wall. This list is usually equal to the entities required to construct the
|
|
* entire wall. However, if there is snapping to an incomplete tower (i.e. a foundation), it includes extra entities
|
|
* to preview the completed tower on top of its foundation.
|
|
*
|
|
* - The list of entities that need to be newly constructed to build the entire wall. This list is regardless of whether
|
|
* any of them can be validly positioned. The emphasishere here is on 'newly'; this list does not include any existing
|
|
* towers at either side of the wall that we snapped to. Or, more generally; it does not include any _entities_ that we
|
|
* snapped to; we might still snap to e.g. terrain, in which case the towers on either end will still need to be newly
|
|
* constructed.
|
|
*
|
|
* - The list of entities that need to be newly constructed to build at least a part of the wall. This list is the same
|
|
* as the one above, except that it is truncated at the first entity that cannot be validly positioned. This happens
|
|
* e.g. if the player tries to build a wall straight through an obstruction. Note that any entities that can be validly
|
|
* constructed but come after said first invalid entity are also truncated away.
|
|
*
|
|
* With this in mind, this method will return false if the second list is not empty, but the third one is. That is, if there
|
|
* were entities that are needed to build the wall, but none of them can be validly constructed. False is also returned in
|
|
* case of unexpected errors (typically missing components), and when clearing the preview by passing an empty wallset
|
|
* argument (see below). Otherwise, it will return an object with the following information:
|
|
*
|
|
* result: {
|
|
* 'startSnappedEnt': ID of the entity that we snapped to at the starting side of the wall. Currently only supports towers.
|
|
* 'endSnappedEnt': ID of the entity that we snapped to at the (possibly truncated) ending side of the wall. Note that this
|
|
* can only be set if no truncation of the second list occurs; if we snapped to an entity at the ending side
|
|
* but the wall construction was truncated before we could reach it, it won't be set here. Currently only
|
|
* supports towers.
|
|
* 'pieces': Array with the following data for each of the entities in the third list:
|
|
* [{
|
|
* 'template': Template name of the entity.
|
|
* 'x': X coordinate of the entity's position.
|
|
* 'z': Z coordinate of the entity's position.
|
|
* 'angle': Rotation around the Y axis of the entity (in radians).
|
|
* },
|
|
* ...]
|
|
* 'cost': { The total cost required for constructing all the pieces as listed above.
|
|
* 'food': ...,
|
|
* 'wood': ...,
|
|
* 'stone': ...,
|
|
* 'metal': ...,
|
|
* 'population': ...,
|
|
* 'populationBonus': ...,
|
|
* }
|
|
* }
|
|
*
|
|
* @param cmd.wallSet Object holding the set of wall piece template names. Set to an empty value to clear the preview.
|
|
* @param cmd.start Starting point of the wall segment being created.
|
|
* @param cmd.end (Optional) Ending point of the wall segment being created. If not defined, it is understood that only
|
|
* the starting point of the wall is available at this time (e.g. while the player is still in the process
|
|
* of picking a starting point), and that therefore only the first entity in the wall (a tower) should be
|
|
* previewed.
|
|
* @param cmd.snapEntities List of candidate entities to snap the start and ending positions to.
|
|
*/
|
|
GuiInterface.prototype.SetWallPlacementPreview = function(player, cmd)
|
|
{
|
|
let wallSet = cmd.wallSet;
|
|
|
|
let start = {
|
|
"pos": cmd.start,
|
|
"angle": 0,
|
|
"snapped": false, // did the start position snap to anything?
|
|
"snappedEnt": INVALID_ENTITY, // if we snapped, was it to an entity? if yes, holds that entity's ID
|
|
};
|
|
|
|
let end = {
|
|
"pos": cmd.end,
|
|
"angle": 0,
|
|
"snapped": false, // did the start position snap to anything?
|
|
"snappedEnt": INVALID_ENTITY, // if we snapped, was it to an entity? if yes, holds that entity's ID
|
|
};
|
|
|
|
// --------------------------------------------------------------------------------
|
|
// do some entity cache management and check for snapping
|
|
|
|
if (!this.placementWallEntities)
|
|
this.placementWallEntities = {};
|
|
|
|
if (!wallSet)
|
|
{
|
|
// we're clearing the preview, clear the entity cache and bail
|
|
for (let tpl in this.placementWallEntities)
|
|
{
|
|
for (let ent of this.placementWallEntities[tpl].entities)
|
|
Engine.DestroyEntity(ent);
|
|
|
|
this.placementWallEntities[tpl].numUsed = 0;
|
|
this.placementWallEntities[tpl].entities = [];
|
|
// keep template data around
|
|
}
|
|
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
// Move all existing cached entities outside of the world and reset their use count
|
|
for (let tpl in this.placementWallEntities)
|
|
{
|
|
for (let ent of this.placementWallEntities[tpl].entities)
|
|
{
|
|
let pos = Engine.QueryInterface(ent, IID_Position);
|
|
if (pos)
|
|
pos.MoveOutOfWorld();
|
|
}
|
|
|
|
this.placementWallEntities[tpl].numUsed = 0;
|
|
}
|
|
|
|
// Create cache entries for templates we haven't seen before
|
|
for (let type in wallSet.templates)
|
|
{
|
|
let tpl = wallSet.templates[type];
|
|
if (!(tpl in this.placementWallEntities))
|
|
{
|
|
this.placementWallEntities[tpl] = {
|
|
"numUsed": 0,
|
|
"entities": [],
|
|
"templateData": this.GetTemplateData(player, tpl),
|
|
};
|
|
|
|
// ensure that the loaded template data contains a wallPiece component
|
|
if (!this.placementWallEntities[tpl].templateData.wallPiece)
|
|
{
|
|
error("[SetWallPlacementPreview] No WallPiece component found for wall set template '" + tpl + "'");
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// prevent division by zero errors further on if the start and end positions are the same
|
|
if (end.pos && (start.pos.x === end.pos.x && start.pos.z === end.pos.z))
|
|
end.pos = undefined;
|
|
|
|
// See if we need to snap the start and/or end coordinates to any of our list of snap entities. Note that, despite the list
|
|
// of snapping candidate entities, it might still snap to e.g. terrain features. Use the "ent" key in the returned snapping
|
|
// data to determine whether it snapped to an entity (if any), and to which one (see GetFoundationSnapData).
|
|
if (cmd.snapEntities)
|
|
{
|
|
let snapRadius = this.placementWallEntities[wallSet.templates.tower].templateData.wallPiece.length * 0.5; // determined through trial and error
|
|
let startSnapData = this.GetFoundationSnapData(player, {
|
|
"x": start.pos.x,
|
|
"z": start.pos.z,
|
|
"template": wallSet.templates.tower,
|
|
"snapEntities": cmd.snapEntities,
|
|
"snapRadius": snapRadius,
|
|
});
|
|
|
|
if (startSnapData)
|
|
{
|
|
start.pos.x = startSnapData.x;
|
|
start.pos.z = startSnapData.z;
|
|
start.angle = startSnapData.angle;
|
|
start.snapped = true;
|
|
|
|
if (startSnapData.ent)
|
|
start.snappedEnt = startSnapData.ent;
|
|
}
|
|
|
|
if (end.pos)
|
|
{
|
|
let endSnapData = this.GetFoundationSnapData(player, {
|
|
"x": end.pos.x,
|
|
"z": end.pos.z,
|
|
"template": wallSet.templates.tower,
|
|
"snapEntities": cmd.snapEntities,
|
|
"snapRadius": snapRadius,
|
|
});
|
|
|
|
if (endSnapData)
|
|
{
|
|
end.pos.x = endSnapData.x;
|
|
end.pos.z = endSnapData.z;
|
|
end.angle = endSnapData.angle;
|
|
end.snapped = true;
|
|
|
|
if (endSnapData.ent)
|
|
end.snappedEnt = endSnapData.ent;
|
|
}
|
|
}
|
|
}
|
|
|
|
// clear the single-building preview entity (we'll be rolling our own)
|
|
this.SetBuildingPlacementPreview(player, { "template": "" });
|
|
|
|
// --------------------------------------------------------------------------------
|
|
// calculate wall placement and position preview entities
|
|
|
|
let result = {
|
|
"pieces": [],
|
|
"cost": { "population": 0, "populationBonus": 0, "time": 0 },
|
|
};
|
|
for (let res of Resources.GetCodes())
|
|
result.cost[res] = 0;
|
|
|
|
let previewEntities = [];
|
|
if (end.pos)
|
|
previewEntities = GetWallPlacement(this.placementWallEntities, wallSet, start, end); // see helpers/Walls.js
|
|
|
|
// For wall placement, we may (and usually do) need to have wall pieces overlap each other more than would
|
|
// otherwise be allowed by their obstruction shapes. However, during this preview phase, this is not so much of
|
|
// an issue, because all preview entities have their obstruction components deactivated, meaning that their
|
|
// obstruction shapes do not register in the simulation and hence cannot affect it. This implies that the preview
|
|
// entities cannot be found to obstruct each other, which largely solves the issue of overlap between wall pieces.
|
|
|
|
// Note that they will still be obstructed by existing shapes in the simulation (that have the BLOCK_FOUNDATION
|
|
// flag set), which is what we want. The only exception to this is when snapping to existing towers (or
|
|
// foundations thereof); the wall segments that connect up to these will be found to be obstructed by the
|
|
// existing tower/foundation, and be shaded red to indicate that they cannot be placed there. To prevent this,
|
|
// we manually set the control group of the outermost wall pieces equal to those of the snapped-to towers, so
|
|
// that they are free from mutual obstruction (per definition of obstruction control groups). This is done by
|
|
// assigning them an extra "controlGroup" field, which we'll then set during the placement loop below.
|
|
|
|
// Additionally, in the situation that we're snapping to merely a foundation of a tower instead of a fully
|
|
// constructed one, we'll need an extra preview entity for the starting tower, which also must not be obstructed
|
|
// by the foundation it snaps to.
|
|
|
|
if (start.snappedEnt && start.snappedEnt != INVALID_ENTITY)
|
|
{
|
|
let startEntObstruction = Engine.QueryInterface(start.snappedEnt, IID_Obstruction);
|
|
if (previewEntities.length > 0 && startEntObstruction)
|
|
previewEntities[0].controlGroups = [startEntObstruction.GetControlGroup()];
|
|
|
|
// if we're snapping to merely a foundation, add an extra preview tower and also set it to the same control group
|
|
let startEntState = this.GetEntityState(player, start.snappedEnt);
|
|
if (startEntState.foundation)
|
|
{
|
|
let cmpPosition = Engine.QueryInterface(start.snappedEnt, IID_Position);
|
|
if (cmpPosition)
|
|
previewEntities.unshift({
|
|
"template": wallSet.templates.tower,
|
|
"pos": start.pos,
|
|
"angle": cmpPosition.GetRotation().y,
|
|
"controlGroups": [(startEntObstruction ? startEntObstruction.GetControlGroup() : undefined)],
|
|
"excludeFromResult": true, // preview only, must not appear in the result
|
|
});
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Didn't snap to an existing entity, add the starting tower manually. To prevent odd-looking rotation jumps
|
|
// when shift-clicking to build a wall, reuse the placement angle that was last seen on a validly positioned
|
|
// wall piece.
|
|
|
|
// To illustrate the last point, consider what happens if we used some constant instead, say, 0. Issuing the
|
|
// build command for a wall is asynchronous, so when the preview updates after shift-clicking, the wall piece
|
|
// foundations are not registered yet in the simulation. This means they cannot possibly be picked in the list
|
|
// of candidate entities for snapping. In the next preview update, we therefore hit this case, and would rotate
|
|
// the preview to 0 radians. Then, after one or two simulation updates or so, the foundations register and
|
|
// onSimulationUpdate in session.js updates the preview again. It first grabs a new list of snapping candidates,
|
|
// which this time does include the new foundations; so we snap to the entity, and rotate the preview back to
|
|
// the foundation's angle.
|
|
|
|
// The result is a noticeable rotation to 0 and back, which is undesirable. So, for a split second there until
|
|
// the simulation updates, we fake it by reusing the last angle and hope the player doesn't notice.
|
|
previewEntities.unshift({
|
|
"template": wallSet.templates.tower,
|
|
"pos": start.pos,
|
|
"angle": (previewEntities.length > 0 ? previewEntities[0].angle : this.placementWallLastAngle)
|
|
});
|
|
}
|
|
|
|
if (end.pos)
|
|
{
|
|
// Analogous to the starting side case above
|
|
if (end.snappedEnt && end.snappedEnt != INVALID_ENTITY)
|
|
{
|
|
let endEntObstruction = Engine.QueryInterface(end.snappedEnt, IID_Obstruction);
|
|
|
|
// Note that it's possible for the last entity in previewEntities to be the same as the first, i.e. the
|
|
// same wall piece snapping to both a starting and an ending tower. And it might be more common than you would
|
|
// expect; the allowed overlap between wall segments and towers facilitates this to some degree. To deal with
|
|
// the possibility of dual initial control groups, we use a '.controlGroups' array rather than a single
|
|
// '.controlGroup' property. Note that this array can only ever have 0, 1 or 2 elements (checked at a later time).
|
|
if (previewEntities.length > 0 && endEntObstruction)
|
|
{
|
|
previewEntities[previewEntities.length-1].controlGroups = (previewEntities[previewEntities.length-1].controlGroups || []);
|
|
previewEntities[previewEntities.length-1].controlGroups.push(endEntObstruction.GetControlGroup());
|
|
}
|
|
|
|
// if we're snapping to a foundation, add an extra preview tower and also set it to the same control group
|
|
let endEntState = this.GetEntityState(player, end.snappedEnt);
|
|
if (endEntState.foundation)
|
|
{
|
|
let cmpPosition = Engine.QueryInterface(end.snappedEnt, IID_Position);
|
|
if (cmpPosition)
|
|
previewEntities.push({
|
|
"template": wallSet.templates.tower,
|
|
"pos": end.pos,
|
|
"angle": cmpPosition.GetRotation().y,
|
|
"controlGroups": [(endEntObstruction ? endEntObstruction.GetControlGroup() : undefined)],
|
|
"excludeFromResult": true
|
|
});
|
|
}
|
|
}
|
|
else
|
|
previewEntities.push({
|
|
"template": wallSet.templates.tower,
|
|
"pos": end.pos,
|
|
"angle": (previewEntities.length > 0 ? previewEntities[previewEntities.length-1].angle : this.placementWallLastAngle)
|
|
});
|
|
}
|
|
|
|
let cmpTerrain = Engine.QueryInterface(SYSTEM_ENTITY, IID_Terrain);
|
|
if (!cmpTerrain)
|
|
{
|
|
error("[SetWallPlacementPreview] System Terrain component not found");
|
|
return false;
|
|
}
|
|
|
|
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
if (!cmpRangeManager)
|
|
{
|
|
error("[SetWallPlacementPreview] System RangeManager component not found");
|
|
return false;
|
|
}
|
|
|
|
// Loop through the preview entities, and construct the subset of them that need to be, and can be, validly constructed
|
|
// to build at least a part of the wall (meaning that the subset is truncated after the first entity that needs to be,
|
|
// but cannot validly be, constructed). See method-level documentation for more details.
|
|
|
|
let allPiecesValid = true;
|
|
let numRequiredPieces = 0; // number of entities that are required to build the entire wall, regardless of validity
|
|
|
|
for (let i = 0; i < previewEntities.length; ++i)
|
|
{
|
|
let entInfo = previewEntities[i];
|
|
|
|
let ent = null;
|
|
let tpl = entInfo.template;
|
|
let tplData = this.placementWallEntities[tpl].templateData;
|
|
let entPool = this.placementWallEntities[tpl];
|
|
|
|
if (entPool.numUsed >= entPool.entities.length)
|
|
{
|
|
// allocate new entity
|
|
ent = Engine.AddLocalEntity("preview|" + tpl);
|
|
entPool.entities.push(ent);
|
|
}
|
|
else
|
|
// reuse an existing one
|
|
ent = entPool.entities[entPool.numUsed];
|
|
|
|
if (!ent)
|
|
{
|
|
error("[SetWallPlacementPreview] Failed to allocate or reuse preview entity of template '" + tpl + "'");
|
|
continue;
|
|
}
|
|
|
|
// move piece to right location
|
|
// TODO: consider reusing SetBuildingPlacementReview for this, enhanced to be able to deal with multiple entities
|
|
let cmpPosition = Engine.QueryInterface(ent, IID_Position);
|
|
if (cmpPosition)
|
|
{
|
|
cmpPosition.JumpTo(entInfo.pos.x, entInfo.pos.z);
|
|
cmpPosition.SetYRotation(entInfo.angle);
|
|
|
|
// if this piece is a tower, then it should have a Y position that is at least as high as its surrounding pieces
|
|
if (tpl === wallSet.templates.tower)
|
|
{
|
|
let terrainGroundPrev = null;
|
|
let terrainGroundNext = null;
|
|
|
|
if (i > 0)
|
|
terrainGroundPrev = cmpTerrain.GetGroundLevel(previewEntities[i-1].pos.x, previewEntities[i-1].pos.z);
|
|
|
|
if (i < previewEntities.length - 1)
|
|
terrainGroundNext = cmpTerrain.GetGroundLevel(previewEntities[i+1].pos.x, previewEntities[i+1].pos.z);
|
|
|
|
if (terrainGroundPrev != null || terrainGroundNext != null)
|
|
{
|
|
let targetY = Math.max(terrainGroundPrev, terrainGroundNext);
|
|
cmpPosition.SetHeightFixed(targetY);
|
|
}
|
|
}
|
|
}
|
|
|
|
let cmpObstruction = Engine.QueryInterface(ent, IID_Obstruction);
|
|
if (!cmpObstruction)
|
|
{
|
|
error("[SetWallPlacementPreview] Preview entity of template '" + tpl + "' does not have an Obstruction component");
|
|
continue;
|
|
}
|
|
|
|
// Assign any predefined control groups. Note that there can only be 0, 1 or 2 predefined control groups; if there are
|
|
// more, we've made a programming error. The control groups are assigned from the entInfo.controlGroups array on a
|
|
// first-come first-served basis; the first value in the array is always assigned as the primary control group, and
|
|
// any second value as the secondary control group.
|
|
|
|
// By default, we reset the control groups to their standard values. Remember that we're reusing entities; if we don't
|
|
// reset them, then an ending wall segment that was e.g. at one point snapped to an existing tower, and is subsequently
|
|
// reused as a non-snapped ending wall segment, would no longer be capable of being obstructed by the same tower it was
|
|
// once snapped to.
|
|
|
|
let primaryControlGroup = ent;
|
|
let secondaryControlGroup = INVALID_ENTITY;
|
|
|
|
if (entInfo.controlGroups && entInfo.controlGroups.length > 0)
|
|
{
|
|
if (entInfo.controlGroups.length > 2)
|
|
{
|
|
error("[SetWallPlacementPreview] Encountered preview entity of template '" + tpl + "' with more than 2 initial control groups");
|
|
break;
|
|
}
|
|
|
|
primaryControlGroup = entInfo.controlGroups[0];
|
|
if (entInfo.controlGroups.length > 1)
|
|
secondaryControlGroup = entInfo.controlGroups[1];
|
|
}
|
|
|
|
cmpObstruction.SetControlGroup(primaryControlGroup);
|
|
cmpObstruction.SetControlGroup2(secondaryControlGroup);
|
|
|
|
// check whether this wall piece can be validly positioned here
|
|
let validPlacement = false;
|
|
|
|
let cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
|
|
cmpOwnership.SetOwner(player);
|
|
|
|
// Check whether it's in a visible or fogged region
|
|
// TODO: should definitely reuse SetBuildingPlacementPreview, this is just straight up copy/pasta
|
|
let visible = (cmpRangeManager.GetLosVisibility(ent, player) != "hidden");
|
|
if (visible)
|
|
{
|
|
let cmpBuildRestrictions = Engine.QueryInterface(ent, IID_BuildRestrictions);
|
|
if (!cmpBuildRestrictions)
|
|
{
|
|
error("[SetWallPlacementPreview] cmpBuildRestrictions not defined for preview entity of template '" + tpl + "'");
|
|
continue;
|
|
}
|
|
|
|
// TODO: Handle results of CheckPlacement
|
|
validPlacement = (cmpBuildRestrictions && cmpBuildRestrictions.CheckPlacement().success);
|
|
|
|
// If a wall piece has two control groups, it's likely a segment that spans
|
|
// between two existing towers. To avoid placing a duplicate wall segment,
|
|
// check for collisions with entities that share both control groups.
|
|
if (validPlacement && entInfo.controlGroups && entInfo.controlGroups.length > 1)
|
|
validPlacement = cmpObstruction.CheckDuplicateFoundation();
|
|
}
|
|
|
|
allPiecesValid = allPiecesValid && validPlacement;
|
|
|
|
// The requirement below that all pieces so far have to have valid positions, rather than only this single one,
|
|
// ensures that no more foundations will be placed after a first invalidly-positioned piece. (It is possible
|
|
// for pieces past some invalidly-positioned ones to still have valid positions, e.g. if you drag a wall
|
|
// through and past an existing building).
|
|
|
|
// Additionally, the excludeFromResult flag is set for preview entities that were manually added to be placed
|
|
// on top of foundations of incompleted towers that we snapped to; they must not be part of the result.
|
|
|
|
if (!entInfo.excludeFromResult)
|
|
++numRequiredPieces;
|
|
|
|
if (allPiecesValid && !entInfo.excludeFromResult)
|
|
{
|
|
result.pieces.push({
|
|
"template": tpl,
|
|
"x": entInfo.pos.x,
|
|
"z": entInfo.pos.z,
|
|
"angle": entInfo.angle,
|
|
});
|
|
this.placementWallLastAngle = entInfo.angle;
|
|
|
|
// grab the cost of this wall piece and add it up (note; preview entities don't have their Cost components
|
|
// copied over, so we need to fetch it from the template instead).
|
|
// TODO: we should really use a Cost object or at least some utility functions for this, this is mindless
|
|
// boilerplate that's probably duplicated in tons of places.
|
|
for (let res of Resources.GetCodes().concat(["population", "populationBonus", "time"]))
|
|
result.cost[res] += tplData.cost[res];
|
|
}
|
|
|
|
let canAfford = true;
|
|
let cmpPlayer = QueryPlayerIDInterface(player, IID_Player);
|
|
if (cmpPlayer && cmpPlayer.GetNeededResources(result.cost))
|
|
canAfford = false;
|
|
|
|
let cmpVisual = Engine.QueryInterface(ent, IID_Visual);
|
|
if (cmpVisual)
|
|
{
|
|
if (!allPiecesValid || !canAfford)
|
|
cmpVisual.SetShadingColor(1.4, 0.4, 0.4, 1);
|
|
else
|
|
cmpVisual.SetShadingColor(1, 1, 1, 1);
|
|
}
|
|
|
|
++entPool.numUsed;
|
|
}
|
|
|
|
// If any were entities required to build the wall, but none of them could be validly positioned, return failure
|
|
// (see method-level documentation).
|
|
if (numRequiredPieces > 0 && result.pieces.length == 0)
|
|
return false;
|
|
|
|
if (start.snappedEnt && start.snappedEnt != INVALID_ENTITY)
|
|
result.startSnappedEnt = start.snappedEnt;
|
|
|
|
// We should only return that we snapped to an entity if all pieces up until that entity can be validly constructed,
|
|
// i.e. are included in result.pieces (see docs for the result object).
|
|
if (end.pos && end.snappedEnt && end.snappedEnt != INVALID_ENTITY && allPiecesValid)
|
|
result.endSnappedEnt = end.snappedEnt;
|
|
|
|
return result;
|
|
};
|
|
|
|
/**
|
|
* Given the current position {data.x, data.z} of an foundation of template data.template, returns the position and angle to snap
|
|
* it to (if necessary/useful).
|
|
*
|
|
* @param data.x The X position of the foundation to snap.
|
|
* @param data.z The Z position of the foundation to snap.
|
|
* @param data.template The template to get the foundation snapping data for.
|
|
* @param data.snapEntities Optional; list of entity IDs to snap to if {data.x, data.z} is within a circle of radius data.snapRadius
|
|
* around the entity. Only takes effect when used in conjunction with data.snapRadius.
|
|
* When this option is used and the foundation is found to snap to one of the entities passed in this list
|
|
* (as opposed to e.g. snapping to terrain features), then the result will contain an additional key "ent",
|
|
* holding the ID of the entity that was snapped to.
|
|
* @param data.snapRadius Optional; when used in conjunction with data.snapEntities, indicates the circle radius around an entity that
|
|
* {data.x, data.z} must be located within to have it snap to that entity.
|
|
*/
|
|
GuiInterface.prototype.GetFoundationSnapData = function(player, data)
|
|
{
|
|
let template = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager).GetTemplate(data.template);
|
|
if (!template)
|
|
{
|
|
warn("[GetFoundationSnapData] Failed to load template '" + data.template + "'");
|
|
return false;
|
|
}
|
|
|
|
if (data.snapEntities && data.snapRadius && data.snapRadius > 0)
|
|
{
|
|
// see if {data.x, data.z} is inside the snap radius of any of the snap entities; and if so, to which it is closest
|
|
// (TODO: break unlikely ties by choosing the lowest entity ID)
|
|
|
|
let minDist2 = -1;
|
|
let minDistEntitySnapData = null;
|
|
let radius2 = data.snapRadius * data.snapRadius;
|
|
|
|
for (let ent of data.snapEntities)
|
|
{
|
|
let cmpPosition = Engine.QueryInterface(ent, IID_Position);
|
|
if (!cmpPosition || !cmpPosition.IsInWorld())
|
|
continue;
|
|
|
|
let pos = cmpPosition.GetPosition();
|
|
let dist2 = (data.x - pos.x) * (data.x - pos.x) + (data.z - pos.z) * (data.z - pos.z);
|
|
if (dist2 > radius2)
|
|
continue;
|
|
|
|
if (minDist2 < 0 || dist2 < minDist2)
|
|
{
|
|
minDist2 = dist2;
|
|
minDistEntitySnapData = {
|
|
"x": pos.x,
|
|
"z": pos.z,
|
|
"angle": cmpPosition.GetRotation().y,
|
|
"ent": ent
|
|
};
|
|
}
|
|
}
|
|
|
|
if (minDistEntitySnapData != null)
|
|
return minDistEntitySnapData;
|
|
}
|
|
|
|
if (template.BuildRestrictions.Category == "Dock")
|
|
{
|
|
let angle = GetDockAngle(template, data.x, data.z);
|
|
if (angle !== undefined)
|
|
return {
|
|
"x": data.x,
|
|
"z": data.z,
|
|
"angle": angle
|
|
};
|
|
}
|
|
|
|
return false;
|
|
};
|
|
|
|
GuiInterface.prototype.PlaySound = function(player, data)
|
|
{
|
|
if (!data.entity)
|
|
return;
|
|
|
|
PlaySound(data.name, data.entity);
|
|
};
|
|
|
|
/**
|
|
* Find any idle units.
|
|
*
|
|
* @param data.idleClasses Array of class names to include.
|
|
* @param data.prevUnit The previous idle unit, if calling a second time to iterate through units. May be left undefined.
|
|
* @param data.limit The number of idle units to return. May be left undefined (will return all idle units).
|
|
* @param data.excludeUnits Array of units to exclude.
|
|
*
|
|
* Returns an array of idle units.
|
|
* If multiple classes were supplied, and multiple items will be returned, the items will be sorted by class.
|
|
*/
|
|
GuiInterface.prototype.FindIdleUnits = function(player, data)
|
|
{
|
|
let idleUnits = [];
|
|
// The general case is that only the 'first' idle unit is required; filtering would examine every unit.
|
|
// This loop imitates a grouping/aggregation on the first matching idle class.
|
|
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
for (let entity of cmpRangeManager.GetEntitiesByPlayer(player))
|
|
{
|
|
let filtered = this.IdleUnitFilter(entity, data.idleClasses, data.excludeUnits);
|
|
if (!filtered.idle)
|
|
continue;
|
|
|
|
// If the entity is in the 'current' (first, 0) bucket on a resumed search, it must be after the "previous" unit, if any.
|
|
// By adding to the 'end', there is no pause if the series of units loops.
|
|
var bucket = filtered.bucket;
|
|
if(bucket == 0 && data.prevUnit && entity <= data.prevUnit)
|
|
bucket = data.idleClasses.length;
|
|
|
|
if (!idleUnits[bucket])
|
|
idleUnits[bucket] = [];
|
|
idleUnits[bucket].push(entity);
|
|
|
|
// If enough units have been collected in the first bucket, go ahead and return them.
|
|
if (data.limit && bucket == 0 && idleUnits[0].length == data.limit)
|
|
return idleUnits[0];
|
|
}
|
|
|
|
let reduced = idleUnits.reduce((prev, curr) => prev.concat(curr), []);
|
|
if (data.limit && reduced.length > data.limit)
|
|
return reduced.slice(0, data.limit);
|
|
|
|
return reduced;
|
|
};
|
|
|
|
/**
|
|
* Discover if the player has idle units.
|
|
*
|
|
* @param data.idleClasses Array of class names to include.
|
|
* @param data.excludeUnits Array of units to exclude.
|
|
*
|
|
* Returns a boolean of whether the player has any idle units
|
|
*/
|
|
GuiInterface.prototype.HasIdleUnits = function(player, data)
|
|
{
|
|
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
return cmpRangeManager.GetEntitiesByPlayer(player).some(unit => this.IdleUnitFilter(unit, data.idleClasses, data.excludeUnits).idle);
|
|
};
|
|
|
|
/**
|
|
* Whether to filter an idle unit
|
|
*
|
|
* @param unit The unit to filter.
|
|
* @param idleclasses Array of class names to include.
|
|
* @param excludeUnits Array of units to exclude.
|
|
*
|
|
* Returns an object with the following fields:
|
|
* - idle - true if the unit is considered idle by the filter, false otherwise.
|
|
* - bucket - if idle, set to the index of the first matching idle class, undefined otherwise.
|
|
*/
|
|
GuiInterface.prototype.IdleUnitFilter = function(unit, idleClasses, excludeUnits)
|
|
{
|
|
let cmpUnitAI = Engine.QueryInterface(unit, IID_UnitAI);
|
|
if (!cmpUnitAI || !cmpUnitAI.IsIdle() || cmpUnitAI.IsGarrisoned())
|
|
return { "idle": false };
|
|
|
|
let cmpIdentity = Engine.QueryInterface(unit, IID_Identity);
|
|
if(!cmpIdentity)
|
|
return { "idle": false };
|
|
|
|
let bucket = idleClasses.findIndex(elem => MatchesClassList(cmpIdentity.GetClassesList(), elem));
|
|
if (bucket == -1 || excludeUnits.indexOf(unit) > -1)
|
|
return { "idle": false };
|
|
|
|
return { "idle": true, "bucket": bucket };
|
|
};
|
|
|
|
GuiInterface.prototype.GetTradingRouteGain = function(player, data)
|
|
{
|
|
if (!data.firstMarket || !data.secondMarket)
|
|
return null;
|
|
|
|
return CalculateTraderGain(data.firstMarket, data.secondMarket, data.template);
|
|
};
|
|
|
|
GuiInterface.prototype.GetTradingDetails = function(player, data)
|
|
{
|
|
let cmpEntityTrader = Engine.QueryInterface(data.trader, IID_Trader);
|
|
if (!cmpEntityTrader || !cmpEntityTrader.CanTrade(data.target))
|
|
return null;
|
|
|
|
let firstMarket = cmpEntityTrader.GetFirstMarket();
|
|
let secondMarket = cmpEntityTrader.GetSecondMarket();
|
|
let result = null;
|
|
if (data.target === firstMarket)
|
|
{
|
|
result = {
|
|
"type": "is first",
|
|
"hasBothMarkets": cmpEntityTrader.HasBothMarkets()
|
|
};
|
|
if (cmpEntityTrader.HasBothMarkets())
|
|
result.gain = cmpEntityTrader.GetGoods().amount;
|
|
}
|
|
else if (data.target === secondMarket)
|
|
{
|
|
result = {
|
|
"type": "is second",
|
|
"gain": cmpEntityTrader.GetGoods().amount,
|
|
};
|
|
}
|
|
else if (!firstMarket)
|
|
{
|
|
result = { "type": "set first" };
|
|
}
|
|
else if (!secondMarket)
|
|
{
|
|
result = {
|
|
"type": "set second",
|
|
"gain": cmpEntityTrader.CalculateGain(firstMarket, data.target),
|
|
};
|
|
}
|
|
else
|
|
{
|
|
// Else both markets are not null and target is different from them
|
|
result = { "type": "set first" };
|
|
}
|
|
return result;
|
|
};
|
|
|
|
GuiInterface.prototype.CanAttack = function(player, data)
|
|
{
|
|
let cmpAttack = Engine.QueryInterface(data.entity, IID_Attack);
|
|
return cmpAttack && cmpAttack.CanAttack(data.target, data.types || undefined);
|
|
};
|
|
|
|
/*
|
|
* Returns batch build time.
|
|
*/
|
|
GuiInterface.prototype.GetBatchTime = function(player, data)
|
|
{
|
|
let cmpProductionQueue = Engine.QueryInterface(data.entity, IID_ProductionQueue);
|
|
if (!cmpProductionQueue)
|
|
return 0;
|
|
|
|
return cmpProductionQueue.GetBatchTime(data.batchSize);
|
|
};
|
|
|
|
GuiInterface.prototype.IsMapRevealed = function(player)
|
|
{
|
|
return Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetLosRevealAll(player);
|
|
};
|
|
|
|
GuiInterface.prototype.SetPathfinderDebugOverlay = function(player, enabled)
|
|
{
|
|
Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder).SetDebugOverlay(enabled);
|
|
};
|
|
|
|
GuiInterface.prototype.SetPathfinderHierDebugOverlay = function(player, enabled)
|
|
{
|
|
Engine.QueryInterface(SYSTEM_ENTITY, IID_Pathfinder).SetHierDebugOverlay(enabled);
|
|
};
|
|
|
|
GuiInterface.prototype.SetObstructionDebugOverlay = function(player, enabled)
|
|
{
|
|
Engine.QueryInterface(SYSTEM_ENTITY, IID_ObstructionManager).SetDebugOverlay(enabled);
|
|
};
|
|
|
|
GuiInterface.prototype.SetMotionDebugOverlay = function(player, data)
|
|
{
|
|
for (let ent of data.entities)
|
|
{
|
|
let cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion);
|
|
if (cmpUnitMotion)
|
|
cmpUnitMotion.SetDebugOverlay(data.enabled);
|
|
}
|
|
};
|
|
|
|
GuiInterface.prototype.SetRangeDebugOverlay = function(player, enabled)
|
|
{
|
|
Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).SetDebugOverlay(enabled);
|
|
};
|
|
|
|
GuiInterface.prototype.GetTraderNumber = function(player)
|
|
{
|
|
let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
|
|
let traders = cmpRangeManager.GetEntitiesByPlayer(player).filter(e => Engine.QueryInterface(e, IID_Trader));
|
|
|
|
let landTrader = { "total": 0, "trading": 0, "garrisoned": 0 };
|
|
let shipTrader = { "total": 0, "trading": 0 };
|
|
|
|
for (let ent of traders)
|
|
{
|
|
let cmpIdentity = Engine.QueryInterface(ent, IID_Identity);
|
|
let cmpUnitAI = Engine.QueryInterface(ent, IID_UnitAI);
|
|
if (!cmpIdentity || !cmpUnitAI)
|
|
continue;
|
|
|
|
if (cmpIdentity.HasClass("Ship"))
|
|
{
|
|
++shipTrader.total;
|
|
if (cmpUnitAI.order && cmpUnitAI.order.type == "Trade")
|
|
++shipTrader.trading;
|
|
}
|
|
else
|
|
{
|
|
++landTrader.total;
|
|
if (cmpUnitAI.order && cmpUnitAI.order.type == "Trade")
|
|
++landTrader.trading;
|
|
if (cmpUnitAI.order && cmpUnitAI.order.type == "Garrison")
|
|
{
|
|
let holder = cmpUnitAI.order.data.target;
|
|
let cmpHolderUnitAI = Engine.QueryInterface(holder, IID_UnitAI);
|
|
if (cmpHolderUnitAI && cmpHolderUnitAI.order && cmpHolderUnitAI.order.type == "Trade")
|
|
++landTrader.garrisoned;
|
|
}
|
|
}
|
|
}
|
|
|
|
return { "landTrader": landTrader, "shipTrader": shipTrader };
|
|
};
|
|
|
|
GuiInterface.prototype.GetTradingGoods = function(player)
|
|
{
|
|
return QueryPlayerIDInterface(player).GetTradingGoods();
|
|
};
|
|
|
|
GuiInterface.prototype.OnGlobalEntityRenamed = function(msg)
|
|
{
|
|
this.renamedEntities.push(msg);
|
|
};
|
|
|
|
// List the GuiInterface functions that can be safely called by GUI scripts.
|
|
// (GUI scripts are non-deterministic and untrusted, so these functions must be
|
|
// appropriately careful. They are called with a first argument "player", which is
|
|
// trusted and indicates the player associated with the current client; no data should
|
|
// be returned unless this player is meant to be able to see it.)
|
|
let exposedFunctions = {
|
|
|
|
"GetSimulationState": 1,
|
|
"GetExtendedSimulationState": 1,
|
|
"GetRenamedEntities": 1,
|
|
"ClearRenamedEntities": 1,
|
|
"GetEntityState": 1,
|
|
"GetExtendedEntityState": 1,
|
|
"GetAverageRangeForBuildings": 1,
|
|
"GetTemplateData": 1,
|
|
"GetTechnologyData": 1,
|
|
"IsTechnologyResearched": 1,
|
|
"CheckTechnologyRequirements": 1,
|
|
"GetStartedResearch": 1,
|
|
"GetBattleState": 1,
|
|
"GetIncomingAttacks": 1,
|
|
"GetNeededResources": 1,
|
|
"GetNotifications": 1,
|
|
"GetTimeNotifications": 1,
|
|
|
|
"GetAvailableFormations": 1,
|
|
"GetFormationRequirements": 1,
|
|
"CanMoveEntsIntoFormation": 1,
|
|
"IsFormationSelected": 1,
|
|
"GetFormationInfoFromTemplate": 1,
|
|
"IsStanceSelected": 1,
|
|
|
|
"SetSelectionHighlight": 1,
|
|
"GetAllBuildableEntities": 1,
|
|
"SetStatusBars": 1,
|
|
"GetPlayerEntities": 1,
|
|
"GetNonGaiaEntities": 1,
|
|
"DisplayRallyPoint": 1,
|
|
"SetBuildingPlacementPreview": 1,
|
|
"SetWallPlacementPreview": 1,
|
|
"GetFoundationSnapData": 1,
|
|
"PlaySound": 1,
|
|
"FindIdleUnits": 1,
|
|
"HasIdleUnits": 1,
|
|
"GetTradingRouteGain": 1,
|
|
"GetTradingDetails": 1,
|
|
"CanAttack": 1,
|
|
"GetBatchTime": 1,
|
|
|
|
"IsMapRevealed": 1,
|
|
"SetPathfinderDebugOverlay": 1,
|
|
"SetPathfinderHierDebugOverlay": 1,
|
|
"SetObstructionDebugOverlay": 1,
|
|
"SetMotionDebugOverlay": 1,
|
|
"SetRangeDebugOverlay": 1,
|
|
"EnableVisualRangeOverlayType": 1,
|
|
"SetRangeOverlays": 1,
|
|
|
|
"GetTraderNumber": 1,
|
|
"GetTradingGoods": 1,
|
|
};
|
|
|
|
GuiInterface.prototype.ScriptCall = function(player, name, args)
|
|
{
|
|
if (exposedFunctions[name])
|
|
return this[name](player, args);
|
|
else
|
|
throw new Error("Invalid GuiInterface Call name \""+name+"\"");
|
|
};
|
|
|
|
Engine.RegisterSystemComponentType(IID_GuiInterface, "GuiInterface", GuiInterface);
|